Headless Horseman hero portrait

Headless Horseman

Headless Horseman’s organized play performance is on the Stats page.

Face 1: Axe
Axe
Face 2: Axe
Axe
Face 3: Axe
Axe
Face 4: Horseshoe
Horseshoe
Face 5: Horseshoe
Horseshoe
Face 6: Scare
Scare

Setup. Begin the game with the Haunted Head on your Hero Board. If you are not the first player to begin the game, gain Dreadful.

Status Effects

Dreadful Positive Status Effect

Stack limit 5

  • These tokens affect various abilities, including when you can Terrorize an opponent.

Grim Pursuit Positive Status Effect

Stack limit 3, Attack Modifier

  • A player with this token may spend it to activate one of the following effects: Perform an additional Roll Attempt during your Offensive Roll Phase. After Attacking, roll 5 dice: add 1 x Horseshoe dmg. Attack Modifier. Each effect may only be activated once per turn.

Other Rules

Haunted Head and Terrorize Mechanic

  • The Haunted Head is a Companion. At the conclusion of your turn, if an opponent has the Haunted Head, gain Dreadful. You may Terrorize an opponent during your Upkeep Phase when you have at least four Dreadful (see your Passive Ability, Headless Mayhem). You can Terrorize any chosen opponent, even if they do not have the Haunted Head.

Companions

Haunted Head Companion

  • Use your Pumpkin Head to frighten an opponent! At the conclusion of your turn, if an opponent has the Haunted Head, gain Dreadful.

Abilities

Headless Mayhem Passive

  • During your Upkeep Phase, you may choose one: Terrorize an opponent -or- move the Haunted Head to a chosen player. If moved to an opponent, gain Dreadful. If your Offensive Roll Phase does not successfully deal at least 1 dmg, gain Grim Pursuit.

Cleave Offensive (98.4% / 87.9% / 51.3%)

  • AxeAxeAxe Deal 4 dmg
  • AxeAxeAxeAxe Deal 5 dmg
  • AxeAxeAxeAxeAxe Deal 7 dmg
  • On 4-of-a-kind, gain Dreadful.

Reap Offensive (60.1%)

Needs HorseshoeHorseshoeHorseshoeScare

  • Gain 2 Dreadful. Deal 3 undefendable dmg. If you have the Haunted Head, draw 1.

Ride Down Offensive (65.6%)

Needs AxeAxeAxeHorseshoeHorseshoe

  • Gain 2 Grim Pursuit. Then deal 6 dmg.

Spectral Assault Offensive (34.9%)

Needs AxeAxeAxeScareScare

  • Gain Dreadful. Then deal 8 dmg and roll 1 die per Dreadful (up to 5 dice total): Add 1 x Axe dmg. On Horseshoe Horseshoe, this Attack becomes undefendable. Gain 1 x Scare Grim Pursuit.

Sow Despair Offensive (61.5% / 26.1%)

  • Small Straight Gain Dreadful. Deal 7 dmg.
  • Large Straight Gain 2 Dreadful. Deal 9 dmg.

Horrify Offensive (10.4%)

Needs ScareScareScareScare

  • Choose one: Gain 3 Dreadful -or- gain Grim Pursuit. If you have the Haunted Head, do both instead. Then deal 6 undefendable dmg.

Hallowed Reckoning Defensive

Defense Roll 1 die

  • Roll 1 die plus 1 more for each Dreadful (up to 5 dice total). Deal 1 x Axe dmg. For every Horseshoe Horseshoe, prevent 1 dmg. Gain 1 x Scare Dreadful.

Dreadful Charge! Ultimate (1.3%)

Needs ScareScareScareScareScare

  • Gain 4 Dreadful. Deal 14 dmg.

Upgrades

Cleave II Upgrade of Cleave (2 CP)

  • AxeAxeAxe Deal 5 dmg
  • AxeAxeAxeAxe Deal 6 dmg
  • AxeAxeAxeAxeAxe Deal 8 dmg
  • On 3-of-a-kind, gain Dreadful.

Ghostly Charge Same card (83.3%)

Needs AxeAxeHorseshoeScare

  • Gain 2 Grim Pursuit. Deal 2 pure dmg.

Reap II Upgrade of Reap (2 CP)

Needs HorseshoeHorseshoeHorseshoeScare

  • Gain 2 Dreadful. Deal 4 undefendable dmg. If you have the Haunted Head, draw 1.

The Reaper Same card (21.3%)

Needs HorseshoeHorseshoeHorseshoeScareScare

  • Draw 1. Gain 3 Dreadful. Deal 4 undefendable dmg.

Ride Down II Upgrade of Ride Down (2 CP)

Needs AxeAxeAxeHorseshoeHorseshoe

  • Gain 3 Grim Pursuit. Then deal 6 dmg.

Cursed Gallop Same card (84.2%)

Needs HorseshoeHorseshoeHorseshoe

  • Gain Grim Pursuit. Then deal 1 undefendable dmg.

Spectral Assault II Upgrade of Spectral Assault (2 CP)

Needs AxeAxeAxeScareScare

  • Gain Dreadful. Then deal 9 dmg and roll 1 die per Dreadful (up to 5 dice total): Add 1 x Axe dmg. On Horseshoe Horseshoe, this Attack becomes undefendable. Gain 1 x Scare Grim Pursuit.

Haunted Strike Same card (57.6%)

Needs AxeAxeScareScare

  • Deal 4 undefendable dmg.

Sow Despair II Upgrade of Sow Despair (2 CP)

  • Small Straight Gain 2 Dreadful. Deal 7 dmg.
  • Large Straight Gain 3 Dreadful. Deal 10 dmg.

Horrify II Upgrade of Horrify (2 CP)

Needs ScareScareScareScare

  • Gain 3 Dreadful and 2 Grim Pursuit. Then deal 6 undefendable dmg.

Spooky Same card (35.5%)

Needs ScareScareScare

  • Gain 2 Grim Pursuit. Then deal 7 dmg.

Hallowed Reckoning II Upgrade of Hallowed Reckoning (2 CP)

Defense Roll 2 dice

  • Roll 2 dice plus 1 more for each Dreadful (up to 5 dice total). Deal 1 x Axe dmg. For every Horseshoe Horseshoe, prevent 1 dmg. Gain 1 x Scare Dreadful. On Scare Scare, gain Grim Pursuit.

Hero Cards

Spirited Reprisal! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. If you have the Haunted Head, prevent 3 incoming dmg.

Cranial Assist! Card

Roll Phase Action, 2 CP, Attack Modifier

  • If your opponent has the Haunted Head, add 3 dmg.

Thundering Hooves! Card

Roll Phase Action, 0 CP

  • Spend up to 3 CP. Then gain 1 Grim Pursuit per CP spent.

Unescapable! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Remove a Grim Pursuit to make this Attack undefendable.

Rolling Pumpkin! Card

Instant Action, 0 CP

  • Move the Haunted Head to a chosen player.

Dark Surprise! Card

Instant Action, 2 CP

  • Gain 2 Dreadful.

Dancing Pumpkin! Card

Main Phase Action, 2 CP

  • If you have the Haunted Head, gain 2 Dreadful. Otherwise, gain 2 Grim Pursuit.

Get Ahead! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Scare, gain 3 Grim Pursuit. On any other outcome, draw 1.